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Member Since 04 Aug 2012
Offline Last Active Aug 24 2016 02:41 PM

#5223916 Unity 5 or Unreal engine 4

Posted by on 17 April 2015 - 04:14 AM



Unreal and Unity are both very, very good engines. Now that the barrier to entry is so low for both of them, which engine to use is fairly subjective. 


I'd suggest selecting a simple gameplay mechanic from your game, then try and implement it each engine. It may take you a bit more time but you'll get a feel for each engine's workflow, and be in a much better position to choose. Time well spent smile.png


For a person with some coding experience at least, this is the approach to take.

#5223911 Why high level languages are slow

Posted by on 17 April 2015 - 04:02 AM

High level languages are not that slow to worry about it, so don't.

#5223581 Where can i start and how?

Posted by on 15 April 2015 - 08:08 PM



Don't start with C++.  It is too forgiving of bad coding habits, so beginners should choose another language.


There are many languages which would be okay, but C#, Java, Python, C, and a few others are good for beginners.


Choose a game engine.  Next make some simple applications with it first before you start making games.  Your first 3-5 games should be very simple.




Research!   smile.png


Stay enthused about it and work hard.

#5219846 How do you motivate yourself for game design?

Posted by on 28 March 2015 - 12:36 PM



Working in any of the game development areas requires a strong desire to do it. I am sure that the set of motivations behind that is unique to each person, but strong desire to do it is a must.


   Both Steve Jobs and Donald Trump have mentioned in speeches and interviews that a strong desire is so very important, but specifically they said that you have to love what you do. 


   You might not like the problems which appear.  You might not like the sudden bad attitude of a team member. You might not like that something which took you many hours to create doesn't work.


   Steve Jobs said in a famous interview that a sane person would quit if they did not like to do something. Only an insane person would keep going long after they realized that it wasn't what he or she wanted to do. Steve said that you have to love your work in order to keep going thru all the many challenges that are sure to come.


"...but I don't like to code."  "...but I don't like to make 3D models"   ".... but I don't like working with textures."  " I don't know how to program worth crap! "


One thing that successful game developers and their successful teammates seem to all have in common:  They love the results !   They love the little victories along the way.  They look forward to important milestones on the road. They imagine the end creation and that is exciting to them.  They realize that the rewards suit them perfect and the vision of a job well done drives them to completing it. For many, the thrill of playing the game after finishing it is the best of all.



#5219401 What are your opinions on DX12/Vulkan/Mantle?

Posted by on 26 March 2015 - 12:53 PM

Making games for PC or having cross-platform implementation which includes for PCs is becoming significantly more attractive because of this jump in performance by having efficient multiple draw calls from multicore CPUs. In a single core CPU system the improvement will be much less, so the biggest advantage is in multicore CPU computers.


My prediction is that more pressure will be put on computer manufacturers to increase the number of cores of the CPU and in some cases two or more CPUs years in the future.

Tablets and smart phone manufacturers might also be indirectly influenced to provide multicore CPUs. Trickle down performance demand, perhaps?

#5219393 should i learn how to work with a 3d modelling software?

Posted by on 26 March 2015 - 12:34 PM



I diversified my sources of information on how to use 3D software.  YouTube tutorials and the dedicated forums for those software were the most useful to me, though I did find occasional miscellaneous sources elsewhere. Sometimes I had to go to the development team of the software itself for a technical question, but they are very busy so be sure that you exhausted your search before you ask them.

#5199207 Where should I start learning game development?

Posted by on 19 December 2014 - 09:51 PM



My humble little opinion is that college or uni students should down scale their ambitions in game development until after graduation. While in school I would suggest a goal of a few simple 2D games.  They can be easy on the art assets for the first few games.  It is not unusual for a game developer to use placeholder art assets in the earlier stages of developing a game.


The important things to realize are this:


1) Do not try to reinvent the wheel.  Game engines by themselves typically take a team years to develop. This does not include the games themselves which can take months or years. As for art assets, there are literally thousands of no cost or low cost 2D and 3D art assets available on many websites. Do not try in your early learning to make complicated coding libraries - found to take years to evolve in themselves.   For example, there are already existing level editors, so no need to reinvent one for yourself in the early years. There are libraries for importing texture and model file formats, so no need to spend months on that area, too. Collision and physics libraries are available (such as Bullet Physics).  Blender and other software (which can make 3D models) have some ability to convert file formats to the desired format, so no need to reinvent the wheel there, also. Collada animation is popular with some game engines, so look for animation applications such as within Collada which are available.


2) Choose a game engine and select a standard language (such as C#, Python, Java, C++, or one of dozens of others), since you have some few years of coding experience. (Beginners should almost never choose C++ which is too forgiving of bad coding habits.)  Each game engine usually has a choice of a few languages and some have a native language unique to the engine which is similar to a standard language, which I advise to avoid unless you are committed to that game engine long term.


3)  Make single player 2D games - simple ones - for a while.  These can be as easy as only a few pages of coding to a hundred or more.  Next make a few multiplayer 2D games.


4)  Last couple stages of learning are creating single player 3D games (usually first person, such as FPS) and later a few multiplayer 3D games.


The more demanding that game dev gets, then the more need to assemble a team on each game, so keep that in mind long term and aim for standard technology so that other people can easily join your team to get to work right away at high level of productivity.


After college, the whole world of game dev will open to you!  biggrin.png




#5185615 What language to choose?

Posted by on 07 October 2014 - 02:48 PM

C#... I never touched. Mostly because it's tied to only Microsoft, which would be incredibly limiting in my opinion.


Actually C# will run in any computer.  C# is one of the many standard languages recognized by all makers.


The real issue for OS or hardware cross-platform implementation is to have an intermediate layer which is a framework between the language and the machine/assembly language. True it is that C# was made specifically for Microsoft's .NET Framework (actually tailored specifically for development toward .NET), but C# is accepted in the industry as a standard language which any developer may use to write coding of applications and any computer will read it as long as the runtime framework is present, as what is written in C# will be interpreted by that framework layer.


Think that the framework is unnecessary overhead?  Game engines are another example of an intermediate layer framework in which you may develop applications and software, often both OS and hardware cross-platform. No coder has the ability to do all the things that they want to do in machine/assembly language because it is unreadable to humans. C# is another standard high level language among many which enables the coder to command the computer what to do.

#5185359 What language to choose?

Posted by on 06 October 2014 - 01:45 PM

not everyone has Java installed on their computer.


Almost everybody has Java installed in their computer. Everyone after Windows XP should have at least Java 6 or later.  About 15% of Windows OS are pirated XP and many of them are not updated to the latest Java, but that should not stop you.


Usually their update application in the operating system will detect that a new application is being used which requires a particular update and the update system will download and install it the next time that the computer is restarted. Of course, the update system will notify the end-user right away if the person runs a check for updates manually.


Java has its own update system.


No matter what language and development framework that you use to create your games, there will be numbers of people who can not play your game (at least initially) OR have some compatibility bugs because the owner/end-user has not updated their runtime environment in their computer.


It sounds like a browser game made with HTML 5 would have the fewest compatibility issues, but even there, you probably will run into some until you rise in your level of understanding of HTML 5 development to at least intermediate experience.


Sorry, no free ride with no problems exists out there for the beginner in the areas that you mentioned. Likely you will have issues to overcome until you reach intermediate level. Eventually you will be able to deploy a bug and compatibility free game most of the time.  That will take hard work and time.

#5176241 Suggestions in Finding an Interesting Game Ideas

Posted by on 26 August 2014 - 11:55 AM



- As a designer I want to know what makes a game interesting, fun and enjoyable to play?  That is a great mystery at first, but with observation and actually playing the most popular games, then you begin to understand. A game could have everything going for it but one very annoying issue for end-users and the game will not be popular. This is not too uncommon, but most games sell even with sub-par features.


Watching YouTube reviews about games and reading game critic articles can help a whole lot!  PC Gamer Magazine is one of my favorites, but there are others with good reviews.


Most people like surprises, challenging play, and rewards for good play. Most people seem to be annoyed by rewards for only the completion of a mission or scene, instead enjoying the reward for actually accomplishing something. Some games sell by "eye-candy" stunning visual appeal with simple gameplay and others are opposite having fantastic gameplay but the visual part is simple to put it tactfully.  


Large game development companies actually do market research, surveys, and testing to help understand current trends in games.


- Is there any best method in finding the interesting and different game idea?  There is a best method but God only knows what it would be. The big design concept could come from anywhere or anytime.  It's best to keep paper and pen with you at all times so you can write down your design concept when it appears in your imagination, among other things to write.  Many of the most savvy business persons do this.


Large development companies sometimes get a game design concept from market research inspiration.   For example, in a survey or conversation, a gamer (could be on your team) will say, "I sure wish that a game would come along which allows me to disappear and reappear somewhere else in a futuristic FPS.  Like teleportation, ya know?"  Somebody says, "Like Star Trek?"  The first person, "Sort of like that, but without all the transporter equipment.  Let's say I just decide to disappear and appear behind the enemy.  Can we have that?" 


See?  Getting a conversation going, one way or another, is great for discovering a game concept. Most of all, somebody has to use the imaginationwink.png 

- What things that must be considered in order to design a great game that can blast the market?  Potentially anything could be considered that is related to the game development and the game market.  First comes the game concept with market research to look into the feasibility of the concept.  Many people have the second stage as the game design (using paper sketches, writing a dialogue outline for the characters, or scripting the scenes of the game). After that you must know how much time and money you have to develop the next game. Next you determine what skills and tools are needed.  Adjustment is made all along the way.  Large companies usually have Alpha testing inhouse and Beta testing outsourced to get input and evolve the game in final stages to target the game appeal that they discovered has value.


At one time or another, I have been on teams which were involved in everything which I wrote here.  Beginners should start with basic development stages and tasks.  As your organization and success increases, then you will find a need for more scientific and business approach to game development which results in games that people enjoy.

#5176231 New and Clueless

Posted by on 26 August 2014 - 11:12 AM



For most people, starting with C++ is a bad idea.  Anybody in the business or education who is worth anything knows that, so don't let anybody tell you otherwise.  The C++ is too forgiving of inferior coding habits. In experienced hands it is very flexible and allows the developer to adapt to a wide variety of programming needs.  That flexibility also allows bad code to be made and bad habits are of course time consuming to undo.


Better choice of a first language would be Python, C#, Lua, Java, or other relatively beginner friendly one.  In my opinion, choosing an auto-memory management (garbage collecting) language is the best for a newbie. You won't need to program memory management yourself for a long time, until large and complex software made by you demands better performance.  It will probably take at least a couple years for you to reach that level. Many game developers sell their games which have auto garbage collection provided by developing games thru a game engine, but there are ways that garbage collection friendly languages can take care of memory automatically. You won't have to be concerned about these issues for a long time, so just pick a good beginner friendly language.


In general, I would steer you to Direct3D/ DirectX in the long term, given that you love GFX. SharpDX and SlimDX are worth at least looking at them, since you expressed that you want to get prepared for coursework.


It is critical that you make some simple applications for a while after you settle on a language.  Make "Hello World", text / letter display application, sorter, indexer, search, or whatever relatively simple applications that are recommended. It would be ideal to find a book, course, or tutorial which has similar applications as these in the lessons.


Next you should settle on a development framework, preferably what is used in the course that you will be taking. A game engine is ideal long term, but use what is in the course for your early learning stages.  


Eventually you will make a few simple 2D single player games, then 2D multiplayer games, 3D single player, and finally 3D multiplayer games in a few years if things go well.

#5175650 3D Graphics with C#

Posted by on 23 August 2014 - 10:14 AM

Stay with OpenGL for quite a while since you are on your way with it already. That's called, "Staying on track."  smile.png


OpenGL 3.3 or 3.4 works on all the computers that matter.  A small percentage will have issues with it, but they probably have a pirated version of an OS or need updates.  If everything is normal, 3.3 or 3.4 is the best of OpenGL to target the most machines at this time, in my humble opinion.


Khronos is working on the next generation of OpenGL which I expect to be available in bug-fixed versions in 2016. This is a great time to learn OpenGL and get your own personal bugs resolved before the next gen GL is released.  That gives you a year or more which is perfect timing.


The C# is a great general purpose language.  Once the next gen GL is here, then you will be able to use C# with OpenGL for better optimization than was available in GL in older versions. It is promising to make alternative languages more accessible to threading and other performance issues, while streamlining the development process a bit.  I'm excited about it if Khronos can actually deliver something that gives worthiness to the level of other APIs next generation. 


There is an OpenGL library for 3D but I don't remember what it is called.  It would allow you to have some of the coding for low level accessibility already written for you, so you focus on coding the object.


By the way, if this is just a hobby or for learning reasons, then wonderful!  If you intend to make a living in game development long term, then it would be best to not try to reinvent the wheel but instead choose a good game engine and starting making games instead of wrestling with the low level "brick by brick" stuff.


Anyway, have fun with it.  smile.png

#5175648 Game Designer vs Team Arguments

Posted by on 23 August 2014 - 09:56 AM

But when the team hears the word "argument" they take it as a negative attitude. Which is not what I am intended to project.


The word discuss is the standard.  "I want to encourage us to discuss anything that you may feel needs it,"  and similar words are welcoming.  Most people do not want to argue.  Argue is NOT the same thing as debate.  I suggest that you not even use the word debate because that will happen naturally.  You can not force issues or use unique jargon which you solely prefer and expect yourself to have good leadership.  A leader talks the talk of the team and if need be will adapt and drop own preferences to do so.  The team will at least subconsciously discern that and you will gain respect.  Be colloquial and friendly.

#5175060 Staying Motivated

Posted by on 20 August 2014 - 11:07 AM

On top of my apparent Attention Deficit Disorder I work two jobs, one is sales and the other as an after hours call out undertaker that ruins any sleep pattern I may have had, and working on my fitness to get into the Army Reserve (to replace the undertaking, I'm not going to do three jobs at once, bugger that) I find I have less time to work on what I want to and I'm so exhausted that I end up getting home and I don't have the capacity to think so I play some games, eat dinner, exercise (usually going to the fiance's place and running the dog for 40 mins) and sleep.


You lack motivation because you do not have focus.  Most people can only excel in 2-4 major areas of life at one time, often at the expense of something or things in order to make progress (sleep often being one of them).  Obviously you are already overloaded by what your own words show.


Focus on your work and your relationship with your fiancé and continue in programming as a hobby until you make time in the future for it.  Don't worry about it.  Just be patient and someday you will make the time for it. Now is simply not the time.


Back to motivation, you need to learn the habit of STEP by STEP progress toward goals in a PLAN.  As you accomplish realistic goals, then you will be motivated to concentrate because you desire the next reward of accomplishment for your hard work.  Somewhere in there you need to develop the desire to work hard and methodically.   Desire has a lot to do with concentration, motivation, and completing projects.  Desire, plan, and focus!

#5173904 Making 2D Images

Posted by on 15 August 2014 - 09:23 AM

(I use both at times, nothing beats the cimplicity of the "Color to transparency option in


You must have intended to put [GIMP] at the end of that sentence, because the Color to Clear in GIMP is quick, easy, and reliable. At first, I believed that I would rarely use this function but I find many ways to Color to Clear in manipulating an image.


I use GIMP over 90% of the time, but Inkscape and Blender have some functions that are hard to find in no cost software. These software allow professional quality results in almost all situations despite being no cost. GIMP developers are sometimes the first anywhere to introduce a new tech function in GIMP before any others. They are very good at improving and expanding GIMP, so it will be in the picture as a competitive image manipulation software for a long time. 


WordPress is another worth mentioning, though only a few functions would be commonly used for game development needs, however web games obviously could get more use from it. It is not directly for image manipulation, but you can make and change things in a browser window which can later be captured by screenshot and imported into GIMP or other ones.


Screen capture/screenshot is can be a major area contributing to game dev 2D work, so get a good software or two that has good screenshot ability such as FRAPS, GIMP, and so on. 


When you get more advanced, then you may sometimes use video editing software to display and alter video images which can be used in part or the whole video frame for your game dev images. Video editing software can have some amazing effects! For example, if you had a WW2 game and wanted a WW2 theme splashscreen, then you could use a video editing software to get the right resolution and other tasks to get it just right and screenshot it to be imported into GIMP or other software.  I have done this on occasion.